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Fast Feedforward 3D Gaussian Splatting Compression
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Proposes FCGS, an optimization-free feed-forward compressor for 3D Gaussian Splatting that compresses a 3DGS scene in a single pass using a multi-path entropy module and inter/intra-Gaussian context models.
Problem
Existing 3DGS compression methods require per-scene finetuning, making compression slow (minutes to hours); the paper targets rapid compression of any existing 3DGS without optimization.
Approach
A feed-forward autoencoder with a multi-path entropy module that adaptively routes color attributes through an autoencoder path or direct quantization via a learned binary mask, geometry attributes are always quantized directly, plus inter-Gaussian context models that build feed-forward grids from previously decoded Gaussians and intra-Gaussian channel-chunk context models, with GMM probability es
Key results
- FCGS achieves over 20x compression on DL3DV-GS (Ours-highrate 27.44 MB at 29.26 dB vs 372.50 MB for 3DGS), with lowrate 15.83 MB at 28.86 dB.
- Encodes about 1 second per 100K Gaussians on a single GPU, with encoding of 1.57M Gaussians in about 16-20 s total.
- Compresses 3DGS from feed-forward models MVSplat and LGM zero-shot with compression ratios of 15x and 5x.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Remove inter- and intra-Gaussian context models (ablation) | FCGS · DL3DV-GS | bit consumption: 1.5× | Hurt |
| Set all color attributes to the autoencoder path (m=1) (ablation) | FCGS · DL3DV-GS | fidelity | Hurt |
| Set all color attributes to the direct-quantization path (m=0) (ablation) | FCGS · DL3DV-GS | storage cost | Hurt |
| Process geometry attributes through the autoencoder instead of directly quantizing them (ablation) | FCGS · DL3DV-GS | ability to render correctly | Hurt |
| Use MEM-inferred masks instead of setting all color masks to m=0 (ablation) | FCGS on feed-forward MVSplat 3DGS · MVSplat | PSNR (dB): approximately 0.7dB | Hurt |
Surprising findings
- Setting all color attributes to the autoencoder path (m=1) causes a large fidelity drop despite no quantization, showing MLP non-invertibility hurts rendering.
- Feeding geometry attributes through the autoencoder makes training collapse because rasterization breaks.
Limitations
- Performance gap versus per-scene optimization methods such as HAC and ContextGS.
- Domain gap for 3DGS from feed-forward models; mask must be forced to all zeros for MVSplat and LGM.
- Not applied to anchor-based 3DGS variants.
Experimental setup
Datasets: DL3DV-GS (derived from DL3DV) MipNeRF360 Tank&Temples Deep Blending ACID Gobjaverse
Benchmarks: DL3DV-GS MipNeRF360 Tank&Temples Deep Blending ACID Gobjaverse
Metrics: PSNR SSIM LPIPS size (MB) encoding time
Baselines: LightGaussian Navaneet (compact 3DGS) Simon (compression with finetuning) SOG EAGLES Lee et al. HAC ContextGS MSC
Builds on: 3DGS hyperprior image compression Scaffold-GS
Closest papers by meaning
- Optimized Minimal 3D Gaussian Splatting (NeurIPS 2025 · similarity 0.94)
- ContextGS : Compact 3D Gaussian Splatting with Anchor Level Context Model (NeurIPS 2024 · similarity 0.93)
- Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting (NeurIPS 2025 · similarity 0.93)
- FlexGS: Train Once, Deploy Everywhere with Many-in-One Flexible 3D Gaussian Splatting (CVPR 2025 · similarity 0.92)
- Locality-aware Gaussian Compression for Fast and High-quality Rendering (ICLR 2025 · similarity 0.92)
- Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives (CVPR 2025 · similarity 0.92)
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